diff -r 000000000000 -r 89d6a7a84779 Symbian3/SDK/Source/GUID-F64E6551-670E-5E12-8103-DE504D3EC94F.dita --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Symbian3/SDK/Source/GUID-F64E6551-670E-5E12-8103-DE504D3EC94F.dita Thu Jan 21 18:18:20 2010 +0000 @@ -0,0 +1,71 @@ + + + + + +The +Non-ScreenPlay Graphics ArchitectureScreenPlay provides improved support for graphics hardware acceleration +and some other new features. However, it is possible to use the Symbian platform +without enabling ScreenPlay. This is called the non-ScreenPlay variant (sometimes +referred to as the non-NGA variant). This topic provides an introduction +to the graphics architecture when ScreenPlay is not enabled. +

The following diagram shows the non-ScreenPlay architecture. It includes +the components in the Graphics package and some closely related components +in other packages.

+ +The Symbian Foundation non-ScreenPlay graphics architecture + + +

The software model is as follows:

+ +

In addition, the non-ScreenPlay architecture provides support for EGL, +OpenGL and OpenVG.

+

The following diagram shows the rendering stack in the non-ScreenPlay variant.

+ +The rendering stack in the non-ScreenPlay variant + + + +

Although DSA provides a solution for applications that require high frame +rates, the non-ScreenPlay architecture has limitations when used on graphics +accelerated hardware and non-uniform memory models. The architecture may require +the copying of buffers between CPU and GPU memory as shown in the following +diagram. ScreenPlay provides a solution that requires less copying of buffers +in this type of use case.

+ + Example non-uniform memory, non-ScreenPlay hardware model + + +
+The ScreenPlay +Architecture +Graphics +Hardware Acceleration +Graphics +Concepts +
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